Allow WeatherOverlay fade in/out when enabled/disabled
This commit is contained in:
@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Adds a particle-based overlay.")]
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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public class WeatherOverlayInfo : TraitInfo, ILobbyCustomRulesIgnore
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public class WeatherOverlayInfo : ConditionalTraitInfo, ILobbyCustomRulesIgnore
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{
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[Desc("Average number of particles per 100x100 px square.")]
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public readonly int ParticleDensityFactor = 8;
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@@ -69,10 +69,19 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Works only with line enabled and can be used to fade out the tail of the line like a contrail.")]
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public readonly byte LineTailAlphaValue = 200;
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[Desc("Time to fade out once the trait becomes disabled.")]
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public readonly int FadeOutTicks = 1000;
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[Desc("Time to fade in once the trait becomes enabled.")]
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public readonly int FadeInTicks = 1000;
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[Desc("Percentage of the initial particle when enabled and the game start.")]
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public readonly int InitialParticlePercentage = 100;
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public override object Create(ActorInitializer init) { return new WeatherOverlay(init.World, this); }
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}
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public class WeatherOverlay : ITick, IRenderAboveWorld, INotifyViewportZoomExtentsChanged
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public class WeatherOverlay : ConditionalTrait<WeatherOverlayInfo>, ITick, IRenderAboveWorld, INotifyViewportZoomExtentsChanged
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{
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readonly struct Particle
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{
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@@ -133,8 +142,9 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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readonly WeatherOverlayInfo info;
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readonly World world;
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readonly int fadeInTick;
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readonly int fadeOutTick;
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float windStrength;
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int targetWindStrengthIndex;
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@@ -142,14 +152,19 @@ namespace OpenRA.Mods.Common.Traits
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Particle[] particles;
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Size viewportSize;
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long lastRender;
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bool initialTick = true;
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int fadingInTick;
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int fadingOutTick;
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public WeatherOverlay(World world, WeatherOverlayInfo info)
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: base(info)
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{
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this.info = info;
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this.world = world;
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targetWindStrengthIndex = info.ChangingWindLevel ? world.LocalRandom.Next(info.WindLevels.Length) : 0;
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windUpdateCountdown = world.LocalRandom.Next(info.WindTick[0], info.WindTick[1]);
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windStrength = info.WindLevels[targetWindStrengthIndex];
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fadeInTick = info.FadeInTicks > 0 ? info.FadeInTicks : 1;
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fadeOutTick = info.FadeOutTicks > 0 ? info.FadeOutTicks : 1;
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}
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void INotifyViewportZoomExtentsChanged.ViewportZoomExtentsChanged(float minZoom, float maxZoom)
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@@ -159,30 +174,60 @@ namespace OpenRA.Mods.Common.Traits
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viewportSize = new Size(s.X, s.Y);
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// Randomly distribute particles within the initial viewport
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var particleCount = viewportSize.Width * viewportSize.Height * info.ParticleDensityFactor / 10000;
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var particleCount = viewportSize.Width * viewportSize.Height * Info.ParticleDensityFactor / 10000;
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particles = new Particle[particleCount];
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var rect = new Rectangle(int2.Zero, viewportSize);
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for (var i = 0; i < particles.Length; i++)
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particles[i] = new Particle(info, world.LocalRandom, rect);
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particles[i] = new Particle(Info, world.LocalRandom, rect);
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}
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protected override void TraitEnabled(Actor self)
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{
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if (!initialTick)
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fadingInTick = (fadeOutTick - fadingOutTick) * 1000 * fadeInTick / fadeOutTick / 1000;
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}
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protected override void TraitDisabled(Actor self)
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{
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if (!initialTick)
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fadingOutTick = (fadeInTick - fadingInTick) * 1000 * fadeOutTick / fadeInTick / 1000;
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}
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void ITick.Tick(Actor self)
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{
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if (!info.ChangingWindLevel || info.WindLevels.Length == 1)
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if (initialTick)
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{
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initialTick = false;
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var initialPercentage = Exts.Clamp(Info.InitialParticlePercentage, 0, 100);
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if (IsTraitDisabled)
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fadingOutTick = fadeOutTick * (100 - initialPercentage) / 100;
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else
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fadingInTick = fadeInTick * initialPercentage / 100;
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}
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if (IsTraitDisabled)
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{
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if (fadingOutTick < fadeOutTick)
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fadingOutTick++;
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}
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else if (fadingInTick < fadeInTick)
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fadingInTick++;
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if (!Info.ChangingWindLevel || Info.WindLevels.Length == 1)
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return;
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if (--windUpdateCountdown <= 0)
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{
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windUpdateCountdown = self.World.LocalRandom.Next(info.WindTick[0], info.WindTick[1]);
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windUpdateCountdown = self.World.LocalRandom.Next(Info.WindTick[0], Info.WindTick[1]);
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if (targetWindStrengthIndex > 0 && self.World.LocalRandom.Next(2) == 1)
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targetWindStrengthIndex--;
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else if (targetWindStrengthIndex < info.WindLevels.Length - 1)
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else if (targetWindStrengthIndex < Info.WindLevels.Length - 1)
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targetWindStrengthIndex++;
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}
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// Fading the wind in little steps towards the TargetWindOffset
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var targetWindLevel = info.WindLevels[targetWindStrengthIndex];
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if (info.InstantWindChanges)
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var targetWindLevel = Info.WindLevels[targetWindStrengthIndex];
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if (Info.InstantWindChanges)
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windStrength = targetWindLevel;
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else if (Math.Abs(windStrength - targetWindLevel) > 0.01f)
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{
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@@ -205,7 +250,9 @@ namespace OpenRA.Mods.Common.Traits
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var tickFraction = Math.Min((runtime - lastRender) * 1f / world.Timestep, 1);
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lastRender = runtime;
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for (var i = 0; i < particles.Length; i++)
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var spawnNum = particles.Length * (IsTraitDisabled ? (fadeOutTick - fadingOutTick) * 1000 / fadeOutTick : fadingInTick * 1000 / fadeInTick) / 1000;
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for (var i = 0; i < spawnNum; i++)
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{
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// Simulate wind and gravity effects on the particle
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var p = particles[i];
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@@ -238,7 +285,7 @@ namespace OpenRA.Mods.Common.Traits
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// Render the particle
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// We must provide a z coordinate to stop the GL near and far Z limits from culling the geometry
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var a = new float3(p.Pos.X, p.Pos.Y, p.Pos.Y);
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if (info.UseSquares)
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if (Info.UseSquares)
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{
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var b = a + new float2(p.Size, p.Size);
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wcr.FillRect(a, b, p.Color);
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